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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Audio;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.GamerServices;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using Microsoft.Xna.Framework.Media;
- namespace SquareChase
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- public class Game1 : Microsoft.Xna.Framework.Game
- {
- Song soundEngine;
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- SpriteFont font;
- private Vector2 origin;
- private float RotationAngle;
- enum GameStates { TitleScreen, Playing };
- GameStates gameState = GameStates.TitleScreen;
- Random rand = new Random();
- Texture2D titleScreen;
- Texture2D squareTexture;
- Rectangle currentSquare;
- int playerScore = 0;
- float timeRemaining = 0.0f;
- float TimePerSquare = 2f;
- Color[] colors = new Color[3] { Color.Red, Color.Green, Color.Blue };
- public Game1()
- {
- graphics = new GraphicsDeviceManager(this);
- // graphics.IsFullScreen = true; <---------add this for full screen
- Content.RootDirectory = "Content";
- }
- /// <summary>
- /// Allows the game to perform any initialization it needs to before starting to run.
- /// This is where it can query for any required services and load any non-graphic
- /// related content. Calling base.Initialize will enumerate through any components
- /// and initialize them as well.
- /// </summary>
- protected override void Initialize()
- {
- // TODO: Add your initialization logic here
- this.IsMouseVisible = true;
- base.Initialize();
- }
- /// <summary>
- /// LoadContent will be called once per game and is the place to load
- /// all of your content.
- /// </summary>
- /// private Texture2D SpriteTexture;
- protected override void LoadContent()
- {
- // Create a new SpriteBatch, which can be used to draw textures.
- spriteBatch = new SpriteBatch(GraphicsDevice);
- squareTexture = Content.Load<Texture2D>(@"SQUARE");
- soundEngine = Content.Load<Song>(@"chippy");
- Viewport viewport = graphics.GraphicsDevice.Viewport;
- origin.X = squareTexture.Width / 2;
- origin.Y = squareTexture.Height / 2;
- /*
- origin.X = squareTexture.Width / 2;
- origin.Y = squareTexture.Height / 2;
- screenpos.X = viewport.Width / 2;
- screenpos.Y = viewport.Height / 2;
- */
- font = Content.Load<SpriteFont>("SpriteFont1");
- MediaPlayer.IsRepeating = true;
- MediaPlayer.Play(soundEngine);
- titleScreen = Content.Load<Texture2D>(@"TitleScreen");
- // TODO: use this.Content to load your game content here
- }
- /// <summary>
- /// UnloadContent will be called once per game and is the place to unload
- /// all content.
- /// </summary>
- protected override void UnloadContent()
- {
- // TODO: Unload any non ContentManager content here
- }
- /// <summary>
- /// Allows the game to run logic such as updating the world,
- /// checking for collisions, gathering input, and playing audio.
- /// </summary>
- /// <param name="gameTime">Provides a snapshot of timing values.</param>
- ///
- protected override void Update(GameTime gameTime)
- {
- // Allows the game to exit
- if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
- this.Exit();
- float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
- // TODO: Add your game logic here.
- RotationAngle += elapsed;
- float circle = MathHelper.Pi * 2;
- RotationAngle = RotationAngle % circle;
- // TODO: Add your update logic here
- switch (gameState)
- {
- case GameStates.TitleScreen:
- if (Keyboard.GetState().IsKeyDown(Keys.Space))
- {
- playerScore = 0;
- gameState = GameStates.Playing;
- }
- break;
- case GameStates.Playing:
- if (timeRemaining == 0.0f && playerScore <= 3)
- {
- currentSquare = new Rectangle(
- rand.Next(0, this.Window.ClientBounds.Width - 55),
- rand.Next(0, this.Window.ClientBounds.Height - 55),
- 75, 75);
- timeRemaining = TimePerSquare;
- }
- if (timeRemaining == 0.0f && playerScore > 3 && playerScore <= 6)
- {
- currentSquare = new Rectangle(
- rand.Next(0, this.Window.ClientBounds.Width - 55),
- rand.Next(0, this.Window.ClientBounds.Height - 55),
- 55, 55);
- timeRemaining = TimePerSquare - (TimePerSquare * .50f);
- }
- if (timeRemaining == 0.0f && playerScore > 6 && playerScore <= 9)
- {
- currentSquare = new Rectangle(
- rand.Next(0, this.Window.ClientBounds.Width - 55),
- rand.Next(0, this.Window.ClientBounds.Height - 55),
- 25, 25);
- timeRemaining = TimePerSquare - (TimePerSquare * .70f);
- }
- if (timeRemaining == 0.0f && playerScore > 9)
- {
- currentSquare = new Rectangle(
- rand.Next(0, this.Window.ClientBounds.Width - 55),
- rand.Next(0, this.Window.ClientBounds.Height - 55),
- 5, 5);
- timeRemaining = TimePerSquare;
- }
- MouseState mouse = Mouse.GetState();
- if ((mouse.LeftButton == ButtonState.Pressed) &&
- (currentSquare.Contains(mouse.X, mouse.Y)))
- {
- playerScore++;
- timeRemaining = 0.0f;
- if (playerScore > 3 && playerScore <= 6)
- {
- currentSquare = new Rectangle(
- rand.Next(0, this.Window.ClientBounds.Width - 55),
- rand.Next(0, this.Window.ClientBounds.Height - 55),
- 55, 55);
- timeRemaining = TimePerSquare - (TimePerSquare * .50f);
- }
- if (playerScore > 6 && playerScore <= 9)
- {
- currentSquare = new Rectangle(rand.Next(0, this.Window.ClientBounds.Width - 55),
- rand.Next(0, this.Window.ClientBounds.Height - 55),
- 25, 25);
- timeRemaining = TimePerSquare - (TimePerSquare * .70f);
- }
- else if (playerScore > 9)
- {
- currentSquare = new Rectangle(rand.Next(0, this.Window.ClientBounds.Width - 55),
- rand.Next(0, this.Window.ClientBounds.Height - 55),
- 5, 5);
- timeRemaining = TimePerSquare;
- }
- }
- timeRemaining = MathHelper.Max(0, timeRemaining -
- (float)gameTime.ElapsedGameTime.TotalSeconds);
- this.Window.Title = "Score : " + playerScore.ToString();
- break;
- }
- base.Update(gameTime);
- }
- /// <summary>
- /// This is called when the game should draw itself.
- /// </summary>
- /// <param name="gameTime">Provides a snapshot of timing values.</param>
- protected override void Draw(GameTime gameTime)
- {
- GraphicsDevice.Clear(Color.Black);
- origin.X = squareTexture.Width / 2;
- origin.Y = squareTexture.Height / 2;
- // TODO: Add your drawing code here
- if (gameState == GameStates.Playing)
- {
- /* spriteBatch.Begin();
- spriteBatch.Draw(
- squareTexture,
- currentSquare,
- colors[playerScore % 3]);
- */
- spriteBatch.Begin();
- spriteBatch.Draw (
- squareTexture,
- currentSquare,
- null,
- colors[playerScore % 3],
- RotationAngle,
- origin,
- 0,
- 0
- );
- /*spriteBatch.Draw(squareTexture, screenpos, null, Color.White, RotationAngle,
- origin, 1.0f, SpriteEffects.None, 0f); */
- if (playerScore > 9)
- {
- spriteBatch.DrawString(font, "You Win HOme Slice@!", new Vector2(5.0f, 1.0f), Color.White);
- }
- spriteBatch.End();
- }
- if (gameState == GameStates.TitleScreen)
- {
- if (gameState == GameStates.TitleScreen)
- {
- spriteBatch.Begin();
- spriteBatch.Draw(titleScreen,
- new Rectangle(0, 0,
- this.Window.ClientBounds.Width,
- this.Window.ClientBounds.Height),
- Color.White);
- spriteBatch.End();
- }
- }
- base.Draw(gameTime);
- }
- }
- }
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